1. - Top - End - #10
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Channeling the power of the planes (with subsystem, WIP)

    Planar Mage formulas (Part 2):
    Spoiler
    Show
    Fire and Brimstone
    5th-level Conjuration (Creation) formula [Fire]
    Minimum Cost:
    5 F
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: No
    Augmentation: Yes

    You use energy from the Elemental Plane of Fire to cause your foes to erupt in a foul, acrid-smelling burst of yellow fire.

    The subject ignites in a burst of sulfuric fire that deals 8d6 points of fire damage and causes the subject to be sickened for 5 rounds.

    A successful Fortitude save halves the damage and negates the sickening.

    This formula counters and dispel the spell of the same name (described in Complete Mage), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

    Augmentation: For each fire point spent on augmentation, this formula deals an additional 2d6 points of fire damage and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Fireball
    2nd-level Evocation formula [Fire]
    Minimum Cost:
    2 F
    Range: Long (400 ft. + 40 ft./level)
    Area: 5-ft.-radius spread (normal) or 20-ft.-radius spread (augmentation 1); doubled if augmentation 3 is used.
    Duration: Instantaneous (normal) or 5 rounds or less; see text for Delayed Blast Fireball (augmentation 2)
    Saving Throw: Reflex half (normal) or None or Reflex half; see text for Meteor Swarm (augmentation 3)
    Spell Resistance: Yes
    Augmentation: Yes

    You channel the raw power of the Elemental Plane of Fire to create an explosion of flame that deals 4d6 points of fire damage to every creature within the area. Aside from the smaller area and the fixed damage, this formula functions like the spell of the same name.

    This formula reacts in a very specific way in regard to dispelling. The Fireball spell may counter the formula if it is not augmented or only augmented by 1 F. The Delayed Blast Fireball spell may counter the formula if it is augmented by 4 or 5 F. The Meteor Swarm spell may counter the formula if it is augmented by 6 or 7 F. In turn, the formula may not counter any spell if it is not augmented, may counter the Fireball spell if augmented by at least 1 F, the Delayed Blast Fireball spell if augmented by at least 5 F, and the Meteor Swarm spell if augmented by at least 7 F.

    Augmentation: This formula can be augmented in three different ways, as described below. These augmentations may be combined or applied individually freely. The effective level of the formula may never be higher than 9th level.

    By spending an additional 1 F, the damage increases by 2d6 and the area of the formula increases to a 20-ft.-radius spread. In addition, the effective level of the formula increases by 1 for the purpose of effects that rely on it, such as its save DC.

    By spending an additional 4 F, the formula has a duration of 5 rounds or less and can thus detonate up to 5 rounds after it is cast, as if you were using the Delayed Blast Fireball spell. In addition, the damage increases by 8d6 and the effective level of the formula increases by 4.

    By spending an additional 6 F, you may throw four fireballs instead of one, and the area of each of them is doubled (either 10-ft.-radius spreads if this augmentation is used alone, or 40-ft.-radius spreads if it is combined with the first). You can also aim one of the spheres at a specific target or make the four areas overlap, as if you were using the Meteor Swarm spell. In addition, the effective level of the formula increases by 6 for the purpose of effects that rely on it.

    Fireburst
    8th-level Evocation formula [Fire]
    Minimum Cost:
    8 F
    Range: Long (400 ft. + 40 ft./level)
    Area: 80-ft.-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half (normal) or Reflex partial (augmented)
    Spell Resistance: Yes
    Augmentation: Yes

    This formula causes a globe of searing fire to explode silently from a point you select. All creatures in the globe take 6d6 points of fire damage.

    Augmentation: By spending an additional 6 P, this formula acquires the Light descriptor and functions like the Sunburst spell (this replaces the normal effect of the formula), though it still has the Fire descriptor. If augmented in this way, this formula counters and dispel the Sunburst spell.

    Light spells counter and dispel darkness spells of an equal or lower level.

    Fire Shield
    4th-level Evocation formula [Cold or Fire; see text]
    Minimum Cost:
    4 F or 4 W; see text
    Range: Personal
    Target: You
    Duration: 1 round/2 levels (maximum 1 minute) (D)
    Augmentation: Yes

    This formula functions like the spell of the same name, and has therefore two version: the Warm Shield, which has a minimum cost of 4 F and provides the formula with the Fire descriptor, and the Chill Shield, which has a minimum cost of 4 W and provides the formula with the Cold descriptor.

    This formula also counters and dispel the spell it duplicates, but the spell may only counter or dispel the formula if it is not augmented beyond its minimum cost.

    Augmentation: For each additional planar planar point of the same type spent on augmentation, the damage inflicted by this formula increases by 1d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

    Fires of Purity
    6th-level Evocation formula [Fire]
    Minimum Cost:
    6 F
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Reflex negates (harmless); see text
    Spell Resistance: Yes (harmless); see text
    Augmentation: Yes

    The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.

    With a successful melee attack, the subject deals an extra 1d6 points of fire damage. If the defender has spell resistance, it applies to this effect. Creatures hitting the subject are susceptible to the same damage unless they attack with weapons that have exceptional reach, such as longspears.

    Any creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire.
    Creatures on fire burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the formula's DC) in subsequent rounds or douse themselves in water.

    The target takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the target takes no damage on a successful save.

    This formula counters and dispel the spell of the same name (described in Complete Divine), and vice-versa.

    Augmentation: For every fire point spent after the minimum cost, the duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Flare Gun
    4th-level Conjuration (Creation) formula [Fire, Light]
    Minimum Cost:
    4 F, 2 P
    Range: Long (400 ft. + 40 ft./level)
    Effect: A flare
    Duration: Instantaneous
    Saving Throw: Reflex partial; see text
    Spell Resistance: No
    Augmentation: Yes

    This formula creates a flare that is not intended for fighting, but rather as a signal for allies of the planecaster. It is 3 feet-large, fills a 5 ft. by 5 ft. square, and can travel at a speed of 120 foot per round in a direction of your choice (decided when the formula is being cast). It starts moving immediately, on your turn. It illuminates a 30-foot radius and provides shadowy illumination out to a 60-foot radius. It keeps its velocity until it hits the maximum range or encounters an obstacle or a creature.

    If the flare hits the maximum range, it falls to the ground at the same speed as before and disappears 10 feet above it. If it encounters a creature or an obstacle, it explodes in a burst of searing light that deals 2d6 points of fire damage to the creature it hits and 1d4 points of fire damage to every other creature in a 5-feet-radius. In addition, every creature in the area of the explosion must succeed on a Reflex save or be blinded for 1d3 rounds.

    Light spells counter and dispel darkness spells of an equal or lower level.

    Augmentation: For every 1 F and 1 P spent on augmentation, the maximum range of this formula increases by 40 feet, it deals an additional 2d6 points of fire damage to the creature it hits and 1d4 points of fire damage to adjacent creatures, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Flaywind Burst
    5th-level Evocation formula [Air, Earth]
    Minimum Cost:
    5 A, 5 E
    Casting Time: 1 round
    Range: 60 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: See text for the Flaywind Burst spell (Sandstorm)
    Spell Resistance: Yes
    Augmentation: Yes

    This formula functions like the spell of the same name (described in Sandstorm).

    It also counters and dispel the eponymous spell and vice-versa.

    Augmentation: For each 1 A and 1 E spent on augmentation, this formula deals an additional 1d6 points of damage to the creatures within the area, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Frostbite
    5th-level Conjuration (Creation) formula [Air, Cold, Water]
    Minimum Cost:
    5 A, 5 W
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature/2 levels, no two of which can be more than 30 ft. apart
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes
    Augmentation: Yes

    You chill the air and create a layer of frost on the skin of target creatures.

    The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage.

    Creatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.

    This formula counters and dispel the spell of the same name (described in Frostburn), and vice-versa.

    Augmentation: For each 1 A and 1 W spent on augmentation, this formula deals an additional 1d6 points of cold damage and 2 points of Dexterity damage.

    Frozen Heart
    9th-level Necromancy formula [Air, Cold, Water]
    Minimum Cost:
    9 A, 9 W
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    Augmentation: No

    You use the power of the Paraelemental Plane of Ice to encase the heart of the target creature in a block of ice.

    If the target fails its saving throw, it becomes immediately exhausted, takes 9d6 points of cold damage and dies in 1d3+2 rounds. Upon its death, the ice covers the remainder of its body.

    If the save is successful, the target still takes the damage, but becomes fatigued instead of exhausted, and will not instantly die after a few rounds. The target might still die from damage even if it succeeds on its saving throw.

    A character attempting to save a victim of this formula must use a healing spell, spell-like ability or supernatural ability and succeed on a DC 30 caster level check (use the character's HD if the effect does not have a caster level), otherwise the victim will succumb to the formula and die.

    A creature immune to cold or to critical hits and sneak attacks is unaffected by this formula.

    This formula counters the Heartfreeze spell (described in Frostburn), but the spell cannot do the same in turn.

    Greasy Skin
    2nd-level Transmutation formula [Acid, Earth, Water]
    Minimum Cost:
    2 E, 2 W
    Range: Touch
    Target: Creature touched
    Duration: 2 minutes
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Augmentation: Yes

    You infuse the target with the essence of the Paraelemental Plane of Ooze, granting him a oily skin. If the target has clothing, armor, or another personal effect (including worn magic items), they are covered in the same greasy substance as well.

    For the duration of this formula, the subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise). That bonus doesn't stack with the bonus granted by the Kuo-Toa Skin spell (described in Stormwrack). Despite the similarity between this formula and that spell, they don't counter one another.

    In addition, the target can take a standard action to exude an acid substance from his skin, dealing either 1 point of acid damage to an object he is holding or wearing, or an additional 1 point of acid damage on the next melee attack he makes with a natural weapon (including an unarmed strike or a melee touch attack), which must be done no more than one round latter. He is immune to the damage caused by his own secretions.

    Augmentation: For every 1 E and 1 W spent on augmentation, to duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Great Worm of the Earth
    7th-level Conjuration (Creation) formula [Earth]
    Minimum Cost:
    7 E
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: A great wormlike maw
    Duration: 1 minute or until escaped
    Saving Throw: Reflex partial
    Spell Resistance: Yes
    Augmentation: Yes

    You harness the power of the Elemental Plane of Earth to create an enormous wormlike mouth that bursts from the earth beneath your opponent's feet, attempting to swallow him whole.
    You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature.
    A successful Reflex save means the creature takes only 4d6 points of damage and the formula ends.
    If the creature fails its save, it takes 8d6 points of damage and becomes "swallowed" by the mouth, dragged beneath the ground.
    A creature so trapped can't act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm "digests" it.
    Each round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape.
    If successful, the creature appears prone in its original space and the formula ends.
    An ally in or adjacent to the creature's original space can use the aid another action to help unearth it; a successful DC 10 Strength check grants a +2 bonus on the creature's next Reflex save to escape.
    You can place this formula's effect only on a horizontal area of dirt or stone at least 10 feet thick.
    Any creature more than 5 feet off the ground can't be affected by this formula.

    This formula counters and dispel the spell of the same name (described in Complete Mage), and vice-versa.

    Augmentation: For every 1 E spent after the minimum cost, the maximum duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Gust of Wind
    2nd-level Evocation formula [Air]
    Minimum Cost:
    2 A
    Range: 60 ft.
    Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
    Duration: 1 round
    Saving Throw: Fortitude negates (object)
    Spell Resistance: No
    Augmentation: Yes

    Harnessing the energy from the Elemental Plane of Air, you create a severe blast of air that originates from you. This formula functions like the spell of the same name.

    It also counters and dispel the spell(s) it duplicates and vice-versa.

    Augmentation: By spending an additional 1 A, the duration becomes 1 round/level (maximum 2 minutes) and this formula functions like Wind Wall instead. In addition, its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC. By spending an additional 2 A on top of the previous augmentation, the formula's effective level increases by an additional 2 and it simultaneously functions like Gust of Wind and Wind Wall.

    Heart of the Elements
    6th-level Transmutation formula [Air, Earth, Fire, Water]
    Minimum Cost:
    6 A, 6 E, 6 F, 6 W
    Range: Personal
    Target: You
    Duration: 6 minutes (D) or until expended
    Augmentation: Yes

    You infuse your own body with the combined might of the four elemental planes, converting part of your body into elemental power, which grants you an handful of benefits.

    You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks).

    You gain a +10 enhancement bonus on Jump checks and a +5 enhancement bonus on Escape Artist checks. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp). You gain a +10-foot enhancement bonus to your base land speed, and if you have a fly speed, that speed gains a +10-foot enhancement bonus as well.

    You also gain resistance to fire (20) and the ability to breathe water (as if under the effect of a Water Breathing spell).

    Furthermore, while this formula is active, you can spent immediate action to gain the benefit of any one of the following spells : Feather Fall, Fire Shield (fire-based protection only), Freedom of Movement, or Stoneskin. This benefit lasts for 1 minute (or until the end of the normal duration, or until the Stoneskin's total protection is consumed, whichever comes first), at the end of which the spell's entire effect ends.

    Finally, you become immune to extra damage from critical hits and sneak attacks.

    This formula counters and dispel the Heart of Air, Heart of Earth, Heart of Fire and Heart of Water spells (described in Complete Mage), but none of these spells can counter or dispel the formula.

    Augmentation: For every 1 A, 1 E, 1 F and 1 W spent on augmentation, the standard (i.e. not expended) duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Horn of the Elements
    7th-level Transmutation formula [See text]
    Minimum Cost:
    See text
    Range: Personal
    Target: You
    Duration: 1 minute (D)
    Augmentation: No

    You harness the energy of an elemental, paraelemental or quasielemental plane into the shape on a horn that grows on your forehead. If you do not have a gore attack, this formula gives you one as a secondary natural weapon. If you have one (even a temporary one, like the one given by another use of this formula), it deals an additional 1d6 points of damage of a certain type (see below). The base damage of your gore attack (if you didn't already have one) is of 1d8 if you are small-sized, 2d6 if you are medium-sized and 3d6 if you are large-sized (if you are unusually small or large, use the increase in base damage due to size augmentation in the Monster Manual as a reference to calculate your base damage), to which you apply one half your Strength modifier. The type of damage inflicted depends of the application used (see below).

    This formula has 16 different applications, one for each element, paraelement, and quasielement. The type of damage dealt by a new horn or the type of bonus damage dealt by an horn infused by this formula, as well as the cost and descriptor of this formula, depend of the application used. In addition, some applications have special uses or effects that come in addition to the normal functions of your gore attack.
    Element, Paraelement or Quasielement Damage Type Cost Descriptor Special
    Air Piercing* 7 A Air
    Ash Cold 7 F, 5 N Cold, Fire
    Dust Negative energy 7 E, 5 N Earth
    Earth Piercing* 7 E Earth
    Fire Fire 7 F Fire
    Ice Cold 7 A, 7 W Air, Cold, Water
    Lightning Electricity 7 A, 5 P Air, Electricity
    Magma Fire 7 E, 7 F Earth, Fire The horn can be throw (as a thrown weapon) with a range increment of 5 feet. It regenerates at the end of your next turn.
    Mineral Positive energy 7 E, 5 P Earth
    Ooze Acid 7 E, 7 W Acid, Earth, Water The horn can be throw (as a thrown weapon) with a range increment of 5 feet. It regenerates at the end of your next turn.
    Radiance** Non-lethal 7 F, 5 P Fire, Light Creatures struck by the gore attack are dazzled for 1 round. Undead creatures take positive energy damage instead of non-lethal damage from this application.
    Salt Dessication (see Sandstorm) 7 W, 5 N Water
    Smoke Acid 7 A, 7 F Acid, Air, Fire Creatures struck by the gore attack are sickened for 1 round.
    Steam Fire 7 W, 5 P Water
    Vacuum Non-lethal 7 A, 5 N Air If holding their breath, creatures struck by the gore attack lose 1 round worth of breath.
    Water Bludgeoning* 7 W Water

    * This damage is physical in nature, which means that it is subject to damage reduction, but it counts as magic for the purpose of overcoming it. You may attempt to make the damage non-lethal, but you take the regular -4 penalty to attack rolls.
    ** Light spells counter and dispel darkness spells of an equal or lower level.

    Ice Claw
    7th-level Evocation formula [Air, Cold, Water]
    Minimum Cost:
    7 A, 7 W
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 10-ft. ice claw
    Duration: 1 minute (D)
    Saving Throw: None
    Spell Resistance: Yes
    Augmentation: Yes

    You channel the power of the Paraelemental Plane of Ice to make a great white claw appear before you, cold air wafting off its crystalline surface.

    This formula creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Cha modifier + 7 for the claw's Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage.

    The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one.

    The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulnerability to fire.

    This formula counters and dispel the spell of the same name (described in the Spell Compendium), and vice-versa.

    Augmentation: For every 1 A and 1 W spent on augmentation, the duration of this formula increases by 1 round, the Strength score of the claw increases by 1, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

    Ice Climb
    2nd-level Transmutation formula [Air, Cold, Water]
    Minimum Cost:
    2 A, 2 W
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    Augmentation: Yes

    The hands and feet of the target are covered in a thin layer of adhesive ice that does not harm him. The target can climb to any surface, as if he was under the effect of the Spider Climb spell, although neither the spell nor the formula dispel one another.

    Augmentation: For every 1 A and 1 W spent on augmentation, the duration of this formula increases by 5 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Ice Storm
    4th-level Evocation formula [Air, Cold, Water]
    Minimum Cost:
    4 A, 4 W
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (20-ft. radius, 40 ft. high)
    Duration: 1 full round
    Saving Throw: None
    Spell Resistance: Yes
    Augmentation: Yes

    You channel magical energy from the Paraelemental Plane of Ice to create great magical hailstones that pounds down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the formula's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

    While this formula is in many ways similar to the spell of the same name, they don't counter one another.

    Augmentation: For each 1 A and 1 W spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of cold damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

    Implosion
    9th-level Evocation formula [Air]
    Minimum Cost:
    9 A, 7 N
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One corporeal creature
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    Augmentation: No

    You channel quasielemental vacuum in the body of a corporeal creature to create a destructive resonance in it's body. You cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

    This formula has no effect on creatures in gaseous form or on incorporeal creatures.

    This formula counters and dispel the spell of the same name, and vice-versa.

    Infuse Emerald Flame
    7th-level Evocation formula [Fire]
    Minimum Cost:
    7 F
    Range: Touch
    Target: Creatures or objects touched (see text)
    Duration: 5 rounds
    Saving Throw: See text
    Spell Resistance: Yes
    Augmentation: Yes

    You channel the power of the Elemental Plane of Fire into one of your hands, one of your natural weapons (if any) or a melee weapon you are wielding. It bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. You take no damage or penalties from the flames, and neither do any character wielding a weapon infused by this formula (dropping the weapon or giving it to another character does not end the formula).

    If you infused your hand, you can make melee touch attacks to deal 3d6+1 points of fire damage. If you infused a weapon (including a natural weapon), it will deal 3d6+1 points of fire damage per hit in addition to its normal damage. Characters that treat their fists as natural weapons (such as monks) may choose between these two options freely for any unarmed strike they make, but they cannot combine them (ie. make a melee touch attack dealing normal unarmed strike damage in addition to fire damage). Any character taking fire damage as a result of this formula must also succeed on a Fortitude save or be engulfed by the fiercely hot aura of flame.

    Each round on your turn, a creature engulfed in the flaming aura takes 3d6+1 points of fire damage until the formula ends (Fortitude save each round for half).

    Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6+1 points of fire damage each round.

    Once the emerald flame has engulfed a target, it leaves the hand, natural weapon, or weapon in which it was infused. Thus, that weapon no longer deals additional fire damage on each hit. If infused into your hand, you can no longer make melee touch attacks with the flames to deal fire damage, either. While a rare occurrence, it is not impossible for a given weapon to be infused by two uses of this formula simultaneously. In that case, each use is completely independent from each other in regard to what has been formely stated.

    This formula counters and dispel the Emerald Flame Fist spell (described in Complete Arcane), and vice-versa.

    Augmentation: For every 1 F spent on augmentation, the duration of this formula increases by 1 round and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Internal Fire
    9th-level Evocation formula [Fire]
    Minimum Cost:
    9 F
    Casting Time: 1 round
    Range: Medium (100 ft. + 10 ft./level)
    Target: Up to 1 HD/level of creatures, no two of which can be more than 20 ft. apart
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes
    Augmentation: No

    This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within.

    Targets that fail a Fortitude save die instantly. Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.

    This formula counters and dispel the spell of the same name (described in Complete Arcane), and vice-versa.

    Leech Undead
    7th-level Necromancy formula
    Minimum Cost:
    5 N
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One undead creature
    Duration: Instantaneous; see text
    Saving Throw: Will half
    Spell Resistance: Yes
    Augmentation: Yes

    This formula drains away a portion of the negative energy that keeps an undead creature animated, transferring it to you in the form of temporary healing. The formula deals 70 points of damage. At the same time, you gain temporary hit points equal to the damage dealt, up to a maximum equal to the current hit points of the target. These temporary hit points last for 5 minutes. A successful Will save halves the damage dealt and the hit points gained.

    This formula counters and dispel the spell of the same name (described in Magic of Eberron), and vice-versa.

    Augmentation: For every 1 N spent on augmentation, this formula deals an additional 10 points of damage, the temporary hit points last for one additional minute, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Light and Darkness
    3rd-level Evocation formula [See text]
    Minimum Cost:
    1 planar point; see text
    Range: Touch
    Target: Object touched
    Duration: 1 minute (D)
    Saving Throw: None
    Spell Resistance: No
    Augmentation: Yes

    This formula has two different applications : one for light and one for darkness. Each one duplicates the effect of a specific spell on the object touched. They also have a different cost and provide the formula with a different descriptor.

    Application Duplicated Spell Cost Descriptor
    Darkness Deeper Darkness 1 N Darkness
    Light Daylight 1 P Light

    Light spells counter and dispel darkness spells of an equal or lower level, and darkness spells counter and dispel light spells of an equal or lower level. This formula also counters the spell it duplicates and vice-versa.

    Augmentation: By spending four additional planar points of the same type, this spell deals 1 points of damage per round to every creature in the area. The darkness application inflicts negative energy damage, harmful to living beings but beneficial to undead creatures. The light application inflicts positive energy damage, which heals living creatures and is detrimental to undead. In both cases, the effective level of the formula increases by 4 for the purpose of effects that rely on it.

    Lightning Touch
    5th-level Evocation formula [Air, Electricity]
    Minimum Cost:
    5 A, 3 P
    Range: Touch
    Target: Up to nine creatures touched
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes
    Augmentation: Yes

    Your hand crackles with the pent-up energy of the Quasielemental Plane of Lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to nine times, but if you pass more than a round without at least trying to hit a target, you automatically lose all remaining uses. A given character can only be damaged by this attack once per casting of this formula (attacks that missed or did not deal any damage do not count toward either amount).

    This formula counters and dispel the Storm Touch spell (described in Magic of Eberron), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

    Augmentation: For every 1 A and 1 P spent on augmentation, you can use your touch two more times, each touch deals an additional 2d6 points of electricity damage, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Maelstrom
    8th-level Conjuration (Creation) formula [Water]
    Minimum Cost:
    8 W
    Casting Time: 1 full round
    Range: Long (400 ft. + 40 ft./level)
    Effect: Whirlpool 120 ft. wide and 60 ft. deep
    Duration: 16 rounds
    Saving Throw: Reflex negates; see text
    Spell Resistance: No
    Augmentation: Yes

    This formula causes a deadly vortex to form in water. A body of water in which you form the maelstrom must be at least 120 feet wide and 60 feet deep, or the formula fails.

    Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw. These creatures take 3d8 points of damage upon being sucked in.

    Once inside, creatures and objects take 3d8 points of bludgeoning damage each round. They remain trapped for 2d4 rounds, after which time they are ejected to any square adjacent to the bottom of the vortex (your choice). Ejected subjects might be sucked back into the vortex, but they receive a new Reflex save. Subjects of Large or smaller size are ejected from the bottom of the vortex. Huge, Gargantuan, or Colossal subjects are ejected from the top.

    This formula counters and dispel the spell of the same name (described in Stormwrack and reedited in the Spell Compendium), and vice-versa.

    Augmentation: For each 1 W spent after the minimum cost, the range of this formula increases by 20 feet, its duration increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

    Mindfrost
    4th-level Necromancy formula [Air, Cold, Water]
    Minimum Cost:
    4 A, 4 W
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Fortitude half
    Spell Resistance: Yes
    Augmentation: Yes

    You conjure energy from the Paraelemental Plane of Ice to freeze the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage. Creatures that are not living or do not have neural connections can also be affected by this formula, but they are usually immune to Intelligence damage, and this formula is not cost-effective without it.

    This formula counters and dispel the spell of the same name (described in Frostburn), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

    Augmentation: For every 1 A and 1 W spent on augmentation, this formula can affect one additional creature within range and deals an additional 1d6 points of cold damage and 2 points of Intelligence damage to the target creatures.

    Move Earth
    6th-level Transmutation formula [Earth]
    Minimum Cost:
    6 E
    Casting Time: See text for the Move Earth spell (normal) or 1 standard action (augmented)
    Range: Long (400 ft. + 40 ft./level)
    Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) (normal) or 80-ft.-radius spread (S) (augmented)
    Duration: Instantaneous (normal) or 1 round (augmented)
    Saving Throw: None (normal) or see text for the Earthquake spell (augmented)
    Spell Resistance: No
    Augmentation: Yes

    Drawing power from the Elemental Plane of Earth, you change the shape of the ground in the affected area. This formula functions like the spell of the same name.

    It also counters and dispel the spell it duplicates and vice-versa.

    Augmentation: By spending an additional 2 E, this formula functions like the Earthquake spell instead and its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

    Paraelemental Wyrm
    8th-level Conjuration (Creation) formula [See text]
    Minimum Cost:
    See text
    Range: Medium (100 ft. + 10 ft./level)
    Effect: One creature
    Duration: 1 minute (D)
    Augmentation: No

    This formula creates a serpentlike paraelemental creature known as a paraelemental wyrm. Paraelemental wyrm are described in full details here. When you cast this formula, choose which kind of paraelemental wyrm you want to create ; the cost and descriptor of this formula depends of your choose (see the table below).
    Paraelement Cost Descriptor
    Ice 8 A, 8 W Air, Cold, Water
    Magma 8 E, 8 F Earth, Fire
    Ooze 8 E, 8 W Earth, Water
    Smoke 8 A, 8 F Air, Fire

    When this formula expires, the paraelemental wyrm is decomposed into its constituent parts and evaporates harmlessly, leaving any equipment it may have gained behind. If the formula is cast on the paraelemental plane associated with the paraelemental wyrm, and you die before the formula expires, the paraelemental wyrm becomes a permanent creature and goes on its own (an exception to the above rule), though you won't regain control of it if you are resurrected.

    Planar Adaptation
    1st-level Transmutation formula [See text]
    Minimum Cost:
    1 planar point; see text
    Range: Touch
    Target: Creature touched
    Duration: 1 minute (D)
    Augmentation: Yes

    This formula has six different applications, one for each inner plane. Each application makes it easier for the target to live in a given inner plane and similar planes. They also have a different cost and provide the formula with a different descriptor.
    Inner Plane Effect Cost Descriptor
    Elemental Plane of Air When in a plane with the subjective directional gravity trait, the target automatically succeeds on his Wisdom check to set a new direction of gravity. 1 A Air
    Elemental Plane of Earth If the target is inside a plane with the earth-dominant elemental trait, he gains a burrow speed equal to his base land speed, and he leaves an useable tunnel behind him when he burrows. If the target already has a faster burrow speed or is not inside a plane with the earth-dominant elemental trait, this application has no effect. 1 E Earth
    Elemental Plane of Fire The target and his equipment don't take fire damage as a result of being in a plane with the fire-dominant elemental trait. He does not gain fire resistance, however. 1 W Fire
    Elemental Plane of Water If the target is inside a plane with the water-dominant elemental trait, he can breathe underwater. He can't do so if he is merely underwater, but not in a water-dominant plane. If the target is made of fire, he doesn't take damage as a result of being in a plane with the water-dominant elemental trait. 1 F Water
    Negative Energy Plane If the target is living, he doesn't take damage as a result of being in a plane with the minor negative-dominant energy trait, and treats the major negative-dominant energy trait as the minor negative-dominant energy trait instead. 1 P
    Positive Energy Plane The target can never gain more temporary hit points than his normal hit point total as a result of being in a plane with the major positive-dominant energy trait. Also, he is not blinded in such circumstances. If the target is harmed by positive energy, he doesn't take damage as a result of being in a plane with the minor or major positive-dominant energy trait (if the GM houseruled it as such). 1 N

    Most applications of this formula function by creating a shield out of an element or energy to protect against the opposite element. In this case, they are not affected by the impended magic trait of the plane they are intended to be used in, but are nonetheless affected by the impended magic trait of the opposite plane. The applications associated with the Elemental Plane of Air and the Elemental Plane of Earth are exceptions, as the element is channelled in a way that let the target control his environment better.

    Augmentation: By spending two additional planar points of the same type, the target of this formula may also ignore the impended magic trait of the inner plane associated with the application used.

    Propulsion
    4th-level Transmutation formula [See text]
    Minimum Cost:
    4 planar points; see text
    Range: Personal
    Target: You
    Duration: 1 minute (D)
    Augmentation: No

    You conjure power from one of the four elemental planes into your feet and lower body (or arms, in the case of the Earth version), granting you new modes of movement. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 4 planar points of that type. Depending of the type of planar points used, you receive the benefit of one or more spells on you, as described on the table below.

    Planar points used Emulated spells
    Air Air Breathing (SpC, SS, Sto), Cloud Wings (SpC, SS) and Fly
    Earth Burrow (SpC)
    Fire Body Blaze (Sand) and Fly
    Water Swim (CAr, Sto) and Water Breathing

    This formula has the descriptor relative to the type of planar points used.

    Quasielemental Blood
    3rd-level Transmutation formula [See text]
    Minimum Cost:
    See text
    Range: Personal
    Target: You
    Duration: 1 minute (D)
    Augmentation: No

    You mix the planar energy from one elemental plane and one energetic plane of your choosing, and redirect the quasielemental energy into your own blood. This formula has eight different applications, one for each quasielement. Each application duplicates the effect of one or more spells on you. They also have a different cost and provide the formula with a different descriptor.
    Quasielement Emulated spells Cost Descriptor
    Ash False Life and Resist Energy (fire) 3 F, 1 N Fire
    Dust Blur 3 E, 1 N Earth
    Lightning Lesser Vigor (CD) and Resist Energy (electricity) 3 A, 1 P Air, Electricity
    Mineral Barkskin and Lesser Vigor (CD) 3 E, 1 P Earth
    Radiance* Darkvision and Lesser Vigor (CD) 3 F, 1 P Fire, Light
    Salt False Life and Resist Energy (acid) 3 W, 1 N Acid, Water
    Steam Resist Energy (cold) and Swim (CAr, Sto) 3 W, 1 P Water
    Vacuum False Life and Resist Energy (sonic) 3 A, 1 N Air

    * Light spells counter and dispel darkness spells of an equal or lower level.
    Last edited by Network; 2014-07-08 at 09:44 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?